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I've read the original Overlord rules and the updated rules and I still have some questions. My first observation was the new deck included in the overlord pack just eliminates the need to consult the rule book. So, it's nice to have the new deck (if you can find it)

1) So, the Commander-In-Chief starts the game holding all the cards. I'm assuming the Field Generals are not allowed to ever see the C-I-C's hand? Correct?

2) So, for example, he passes out 2 section cards to the left flank field general, 1 tactic card to the Center flank FG and 0 to the right flank FG. Is it almost always best to 'shaft' a FG so he'll get an Initiative Roll?

3) What is the turn sequence? Which Field General plays his cards first? Does the other side's C-I-C pass his cards out before any battles take place? How would your opponent(s) use Counter Attack and remember which section an opposing FG used a card if the cards are turned in to be discarded?

I need to understand the turn sequence better. Does one team play all of their cards face up in the appropriate section and leave them face up until the other team has played their round, then both sides turn in their cards to their respective C-I-C at that time?

1) correct
2) it depends
it is almost always better to give a field general 1 card for 2 onsecutive turns than to give two in one turn and 0 in the next. But then again, it depends on the situation on the board.
Sometimes it is also better not to take initiative.
Example: all your units are still on your first row, without retreat. Bot a flag and a grenade make you loose a figure. 2 chances in 6, or 33 percent to loose a fig.
Imagine now you only have infantry, so 3 chances in 6 to order a unit. If you know in advance that any of your infantry would only attack with one die against infantry, you have 50 percent chance to hit, times 50 percent chance you'd order something, so in total, 25 percent chance you will take out a fig on your initiative roll, while you had 33 percent chance to loose a fig. You're better of not rolling a die.
Watch the board to see what to do. And then still, you might have thought about something great to do, but when you give the card to the field general, he uses it totally different than you would have.

3) the commander in chief plays his card first (like barrage, air power, TFH, ...) and applies the effect.
Then, all field generals reveal their cards at the same time. If it is a section card, they put it in front of the section they want to use it in.
All field generals order their units at the same time. They can discuss this, especially when it concerns actions around their common section separation.
All field generals move their units at the same time. Each unit is moved in turn, like in solo play, for his full movement, but you can move one unit from the flank player, then one unit from the centre player and then the second unit from that same flank player.
All players battle at the same time. Same rules as for movement.
All players discard their cards.
It is often a good idea to ask the opposing CiC if he wants to counter anything before you discard the cards, or you can keep them in play until the opponents played their cards and then you discard whenthey ordered their units.

You Said
it is almost always better to give a field general 1 card for 2 onsecutive turns than to give two in one turn and 0 in the next.

Questions:
ok, but the C-I-C can choose to give the Left Flank player 2 cards in consecutive turns and 0 to the right flank if the situation demands it correct?

Also, isn't there a limit of 3 cards to be played per turn? So, if the C-I-C gives 2 section cards to right flank, 1 to center and zero to the left, the C-I-C would not be able to play any card correct? Or does the C-I-C always get to play a card (that only he can play-if he has it).

And the initiative roll would be done before ordering units correct?

One more question...why do you need two decks of cards for Overlord? With 'Their Finest Hour' you're going to reshuffle the deck long before you get to the end anyway. I don't see the need for it.

There are only a few cards that the CinC is permitted to play: Air Power, Barrage, TFH, and Ambush. (And a Counter Attack being used as one of the first three.) All the other cards are given to the FGs.

The CinC may play a maximum of 3 cards per turn, subject to certain distribution requirements.

If an FG gets a Tactic card or a Recon-in-Force, General Advance, or Pincer, then that's the only card he may be given. (If playing with Air rules, a Sortie may be given with one of the section cards.)

An FG may be given up to 2 Section cards. Each must be a single-section card, and if he's given two, he must play them in different sections. With Air rules, he may also be given one Section card and a Sortie.

The Overlord rules are neatly summarized in the original, old-version Overlord Rules PDF, which can be downloaded from the Rules & Goodies page. I highly recommend it. There are just a couple of details that were revised when the Overlord expansion subsequently came out.

Whether to give an FG multiple cards on a single turn, or single cards for multiple turns, totally depends on the situation. As CinC, you have to use your best judgement.

Question...If there are only two players playing Overlord why not just play it as a normal game? I don't understand why two players would go through the extra steps of assigning cards to left flank, center flank etc.

What do other players do? It would seem to me to the special rules would only apply when there are 3 or more players.

Your thoughts?

I guess because not enough action per turn. I guess I answered my own question.

I like the Overlord rules as they are. The dynamic of one-card-at-a-time is completely different from the dynamic of the 3-card maximum (and the related hand management) and being able to attack on multiple fronts at once.

If people want to experiment with their own house rules, obviously, they're always free to do that. (My sister and I once came up with a really novel set of rules for chess.)

...Maybe the overlord chart I put together for conventions would help....

I know it helped clear up confusion at the conventions that I play at (my own included).

Yeah, that looks pretty good for describing the cards. I have my own note cards for reference, but feel I still need something for the sequence of play, since I keep making mistakes. I haven't done Overlord w/Air Rules or Overlord w/Commissar Rules yet, but just played with Marines and that took a few minutes to understand the bonus order correctly. Now I read that if you have just two per side you can play all roles jointly?

did you download the Original overlord rules booklet?I find it better for most overlord, but the Operation Overlord rulebook is better at answering questions about overlord with Eastern Front. I think there was an airpack answer sheet on overlord somewhere, I'll look for it.

Since this thread came to my attention (and since I had problems with my last Overlord, Pelileu Landing), I decided to work on a reference card for Overlord Sequence of Play. I posted it on Boardgamegeek so it will stick around for awhile.

Please take a look and comment here or there. I need to look up the Behind Enemy Lines sequence. You may have to wait for all combat to finish before your second movement. (EDIT: Despite FAQ saying both Marines BEL shoot first then make 2nd movement, the Online game has one unit battle, its 2nd movement then 2nd unit battles and moves.)

I looked at both Overlord rulebooks, and the FAQ was helpful for Commissar rules after I read it twice and a thread discussing it.

Since this thread came to my attention (and since I had problems with my last Overlord, Pelileu Landing), I decided to work on a reference card for Overlord Sequence of Play. I posted it on Boardgamegeek so it will stick around for awhile.

Please take a look and comment here or there. I need to look up the Behind Enemy Lines sequence. You may have to wait for all combat to finish before your second movement. (EDIT: Despite FAQ saying both Marines BEL shoot first then make 2nd movement, the Online game has one unit battle, its 2nd movement then 2nd unit battles and moves.)

I looked at both Overlord rulebooks, and the FAQ was helpful for Commissar rules after I read it twice and a thread discussing it.

I understand how overlord works, my question is with 4 players what is the sequence of play and is there still a C-I-C? If there is a C-n-C I guess the teams decide who that will be? Does one person play all 3 FG and one play C-I-C?

I understand how overlord works, my question is with 4 players what is the sequence of play and is there still a C-I-C? If there is a C-n-C I guess the teams decide who that will be? Does one person play all 3 FG and one play C-I-C?

The CinC will usually command one section as well as serve as the CinC. His partner will command the other two sections.

I understand how overlord works, my question is with 4 players what is the sequence of play and is there still a C-I-C? If there is a C-n-C I guess the teams decide who that will be? Does one person play all 3 FG and one play C-I-C?

The CinC will usually command one section as well as serve as the CinC. His partner will command the other two sections.

We use to play 3 vs 3. One of us assume a two-hat role: CinC + FG. We draw lots for both, the CinC and the flanks.

In your case, I'd give the role of the CinC + 1 FG to one of the players, while the other may take the other 2 sections.

I understand how overlord works, my question is with 4 players what is the sequence of play and is there still a C-I-C? If there is a C-n-C I guess the teams decide who that will be? Does one person play all 3 FG and one play C-I-C?

The CinC will usually command one section as well as serve as the CinC. His partner will command the other two sections.

We use to play 3 vs 3. One of us assume a two-hat role: CinC + FG. We draw lots for both, the CinC and the flanks.

In your case, I'd give the role of the CinC + 1 FG to one of the players, while the other may take the other 2 sections.

I updated both my BGG page, and my Word file today for Overlord Sequence of Play.

I needed to correct an error I made so as to conform with the following rules.
>With Air Rules, Air Sorties and Air Sortie equivalents go to the Field Generals, who move the planes.
>Without Air Rules, Air Power and Recon as Air Power (Air Strikes/Blitz) are played by the Commander in Chief (no plane figures).

I also added some things to the sequence.
>I was surprised to find that if you play 1-3 Air Sorties, and no Tactic or Section cards, CiC draws NO cards!
>Strafing, Rescue, and Kamikaze attack are resolved immediately after the plane finishes moving.
>Recon by plane lets the CiC draw 3 cards instead of 2, and FG gets a Combat Card.

I can see it might be worthwhile to bring in a Storch, Recon to draw 3, then Rescue a lone-figure infantry.